GAMIFIED DIGITAL TOOLS AND VOCABULARY RETENTION IN EFL CLASSROOMS: EFFECTS ON LEARNING OUTCOMES AND MOTIVATION AMONG FIRST-YEAR UNIVERSITY STUDENTS IN UZBEKISTAN
International Journal of Literature and Language Studies · 2026
Abstract e pubblicazione originale
L’abstract è consultabile nella fonte originale. Non viene ripubblicato qui perché non risulta verificata una licenza compatibile.
Leggi nella fonte originale ↗Parole chiave
gamificationvocabulary retentionEnglish as a foreign languageKahootQuizletstudent motivationfirst-year studentsdigital learning toolsretrieval practicelevels of processingself-determination theorycommunicative competenceUzbekistanEducational Games and GamificationSecond Language Acquisition and LearningEFL/ESL Teaching and Learning
Come citare questo studio
Olloyorova Jasmina To'lqin qizi, Worldly Knowledge Publishing Centre. (2026). GAMIFIED DIGITAL TOOLS AND VOCABULARY RETENTION IN EFL CLASSROOMS: EFFECTS ON LEARNING OUTCOMES AND MOTIVATION AMONG FIRST-YEAR UNIVERSITY STUDENTS IN UZBEKISTAN. International Journal of Literature and Language Studies. DOI: 10.5281/zenodo.23570873
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